Cloth simulation has become a staple in the special effects industry, with
simulation being able to achieve realistic looking cloth with varying material
properties, realistic folds and wrinkles, and robust self and object
collisions. However, cloth simulation is also incredibly expensive, making it
difficult to use in the film industry, and impractical to use in games and other
real-time applications. The goal of this project is to reevaluate the algorithms
found in modern cloth solvers, and along with utilizing modern hardware, to make
film-quality cloth simulation more efficient.